mirror of
https://github.com/luxfi/consensus.git
synced 2026-09-24 00:26:58 +00:00
- Remove unused packages: engine/dag/{getter,bootstrap,vertex/vertexmock},
engine/pq/{bootstrap,block}, core/{tracker,verify}
- Add sync.RWMutex to protocol/wave for thread-safe map access
- Increase engine/dag test coverage from 11.7% to 98.3%
- Add comprehensive tests for DAG consensus, vertex, and engine
- All 27 packages pass tests, 16 at 100% coverage
204 lines
4.5 KiB
Go
204 lines
4.5 KiB
Go
package wave
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import (
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"context"
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"sync"
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"time"
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"github.com/luxfi/consensus/core/types"
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"github.com/luxfi/consensus/protocol/prism"
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"github.com/luxfi/consensus/protocol/wave/fpc"
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)
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// Photon represents a vote message in the consensus protocol
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type Photon[T comparable] struct {
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Item T
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Prefer bool
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Sender types.NodeID
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Timestamp time.Time
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}
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// Transport handles network communication for voting
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type Transport[T comparable] interface {
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RequestVotes(ctx context.Context, peers []types.NodeID, item T) <-chan Photon[T]
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MakeLocalPhoton(item T, prefer bool) Photon[T]
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}
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// Config holds configuration for wave consensus
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type Config struct {
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K int // Sample size
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Alpha float64 // Threshold ratio (used when FPC disabled)
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Beta uint32 // Confidence threshold
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RoundTO time.Duration // Round timeout
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EnableFPC bool // Enable Fast Probabilistic Consensus
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ThetaMin float64 // FPC minimum threshold (default: 0.5)
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ThetaMax float64 // FPC maximum threshold (default: 0.8)
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}
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// WaveState represents the polling state of an item in wave consensus
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type WaveState struct {
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Decided bool
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Result types.Decision
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Count uint32
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}
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// Wave manages threshold voting and confidence building
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type Wave[T comparable] struct {
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cfg Config
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cut prism.Cut[T]
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tx Transport[T]
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// FPC support
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fpcSelector *fpc.Selector
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phase uint64 // Current phase for FPC threshold selection
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// State tracking
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mu sync.RWMutex
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states map[T]*WaveState
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prefs map[T]bool // current preferences
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}
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// New creates a new Wave instance
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func New[T comparable](cfg Config, cut prism.Cut[T], tx Transport[T]) Wave[T] {
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// Initialize FPC selector if enabled
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var fpcSel *fpc.Selector
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if cfg.EnableFPC {
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thetaMin := cfg.ThetaMin
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if thetaMin == 0 {
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thetaMin = 0.5 // Default
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}
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thetaMax := cfg.ThetaMax
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if thetaMax == 0 {
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thetaMax = 0.8 // Default
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}
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fpcSel = fpc.NewSelector(thetaMin, thetaMax, nil)
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}
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return Wave[T]{
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cfg: cfg,
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cut: cut,
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tx: tx,
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fpcSelector: fpcSel,
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phase: 0,
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states: make(map[T]*WaveState),
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prefs: make(map[T]bool),
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}
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}
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// Tick performs one round of sampling and threshold checking for an item
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func (w *Wave[T]) Tick(ctx context.Context, item T) {
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// Get current state or create new one
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w.mu.Lock()
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state, exists := w.states[item]
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if !exists {
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state = &WaveState{Decided: false, Result: types.DecideUndecided, Count: 0}
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w.states[item] = state
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}
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// Skip if already decided
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if state.Decided {
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w.mu.Unlock()
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return
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}
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w.mu.Unlock()
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// Cut light rays (sample peers) and request votes
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peers := w.cut.Sample(w.cfg.K)
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votes := w.tx.RequestVotes(ctx, peers, item)
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// Count votes
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yesVotes := 0
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totalVotes := 0
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// Collect votes with timeout
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timeout := time.After(w.cfg.RoundTO)
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for {
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select {
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case vote := <-votes:
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totalVotes++
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if vote.Prefer {
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yesVotes++
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}
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// Break if we have enough votes
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if totalVotes >= w.cfg.K {
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goto countVotes
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}
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case <-timeout:
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goto countVotes
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case <-ctx.Done():
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return
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}
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}
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countVotes:
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if totalVotes == 0 {
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return
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}
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w.mu.Lock()
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defer w.mu.Unlock()
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// Increment phase for FPC
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w.phase++
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// Calculate threshold using FPC or fixed Alpha
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var threshold int
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if w.fpcSelector != nil {
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threshold = w.fpcSelector.SelectThreshold(w.phase, w.cfg.K)
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} else {
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threshold = int(float64(w.cfg.K) * w.cfg.Alpha)
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}
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currentPref := w.prefs[item]
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if yesVotes >= threshold {
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// Strong preference for yes
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w.prefs[item] = true
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if currentPref {
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// Consecutive confirmation
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state.Count++
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} else {
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// Preference switch
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state.Count = 1
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}
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} else if (totalVotes - yesVotes) >= threshold {
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// Strong preference for no
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w.prefs[item] = false
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if !currentPref {
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// Consecutive confirmation
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state.Count++
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} else {
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// Preference switch
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state.Count = 1
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}
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} else {
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// No strong preference, reset count
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state.Count = 0
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}
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// Check for decision
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if state.Count >= w.cfg.Beta {
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state.Decided = true
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if w.prefs[item] {
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state.Result = types.DecideAccept
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} else {
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state.Result = types.DecideReject
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}
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}
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}
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// State returns the current polling state of an item
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func (w *Wave[T]) State(item T) (*WaveState, bool) {
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w.mu.RLock()
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defer w.mu.RUnlock()
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state, exists := w.states[item]
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return state, exists
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}
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// Preference returns the current preference for an item
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func (w *Wave[T]) Preference(item T) bool {
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w.mu.RLock()
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defer w.mu.RUnlock()
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return w.prefs[item]
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}
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